Land units

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The smallest military unit is called a cohort. A cohort is comprised of 1000 men; these 1000 men are subtracted from the manpower pool when the cohort is recruited. A number of cohorts can be grouped to form an army.

Cohorts are trained in cities at a cost of money, Manpower.png manpower and time. When a cohort is fully trained, an army is created to "house" it; or alternatively, the newly trained cohort will join an existing army if one is currently residing in the city, which the cohort is build.

Cohorts can usually be moved between Armies at any time for no cost.

Basic stats[edit]

All units types in Imperator: Rome have the same identical basic stats. These are:

  • strength = All units start at 1000 strength, equivalent to the 1000 Manpower.png manpower it cost to build
    • A cohort at 750 strength will cost 250 Manpower.png manpower to replenish
    • The replenishment time it takes for a cohort regain full strength depends on the Manpower recovery speed.png manpower recovery rate
  • morale = 3.0

List of unit types[edit]

There are 10 types of land units. Only 2 (3 if you count Supply Trains) of them are always available. Others can be acquired by having required resources or Military Traditions.

Unit type Cost Time Monthly Cost Upkeep Build Requirements Siege Assault Movement
speed
Maneuver Morale
damage
taken
Strength
damage
taken
Attrition weight Attrition loss Food Storage Food Consumption Unit archers.png Unit camel cavalry.png Unit chariots.png Unit heavy cavalry.png Unit heavy infantry.png Unit horse archers.png Unit light cavalry.png Unit light infantry.png Unit war elephants.png Unit supply train.png
Unit archers.png Archers 6 45 0.24 none, always available 2.5 1 +25% −10% 0.05 2.4 0.1 −10% −10% +10% −10% +25% +100%
Unit camel cavalry.png Camel Cavalry 13 40 0.54 Camels Camels 3.5 4 0.025 3.6 0.2 +10% +10% −20% −10% +10% +10% −50% +100%
Unit chariots.png Chariots 6 45 0.24 Military tradition: Barbarian or Indian 2.5 1 0.05 2.4 0.2 +20% −10% −50% −10% −50% +10% +35% −50% +100%
Unit heavy cavalry.png Heavy Cavalry 14 120 0.58 Horses Horses 3.5 2 +100% 0.05 2.4 0.25 +50% +10% +25% −10% +10% +25% −50% +100%
Unit heavy infantry.png Heavy Infantry 14 60 0.58 Iron Iron 2.5 1 −10% +50% 0.05 2.4 0.2 −10% +25% +20% −25% −10% +20% +100%
Unit horse archers.png Horse Archers 14 60 0.58 Steppe horses Steppe Horses 4 5 +25% +50% 0.05 3 0.25 +25% −10% +25% −10% +25% −10% +25% −20% +100%
Unit light cavalry.png Light Cavalry 7 45 0.29 Horses Horses 4 3 +50% 0.05 2.4 0.25 +25% +25% −20% −50% +25% +25% −50% +100%
Unit light infantry.png Light Infantry 6 30 0.24 none, always available 2.5 1 −25% −50% 0.025 2.4 0.1 −10% −10% −25% −25% −50% −25% +100%
Unit war elephants.png War Elephants 26 365 1.08 Elephants Elephants 2.5 1 −50% +200% 0.1 1 0.3 +50% −10% +50% −10% +40% −10% −10% +30% +100%
Unit supply train.png Supply Train 16 120 0.66 none, always available 2.5 1 +100% 0.1 50 0.05 -90% -90% -90% -90% -90% -90% -90% -90% -90%

Explanations[edit]

  • Siege Assault: Whether this unit type can assault forts.
  • Movement speed: Speed in the map.
  • Maneuver: How many squares away this unit type can target enemies on the Battle chess board. All land units have at least 1 maneuver so they can target at least 3 squares.
  • Morale damage taken: Affects how fast the unit flees from combat. Also affects caused morale damage (scales with unit's morale)
  • Strength damage taken: Affects how much manpower will be lost in combat. Also slightly affects all caused damage (scales with unit's strength).
  • Attrition weight: Modifies the size of a unit for the purpose of determining whether the army exceeds the supply limit of the city it's in. This does not affect how many units can be transported by sea.
  • Unit Type Icons: Multiplier for caused damage against that unit type.

Modifiers to unit types[edit]

There are many modifiers to the available unit types. Most of them are unlocked from Military Traditions and Technology.

  • Discipline: Increases caused damage.
  • Terrain bonus: Increases caused damage when fighting in a specific terrain.
  • Offense: Increases caused damage.
  • Defense: Reduces received damage.
  • Morale: Increases caused morale damage and makes the unit stay longer in combat.
  • Maintenance: Reduces upkeep costs.
  • Starting experience: Increases initial experience when recruiting this unit.

Each cohort may also become loyal to a specific character giving +10% Discipline.

Unit type Strategy[edit]

Based on the various bonuses and penalties, each unit type seems to fall into certain categories.

Supply Trains[edit]

These are not combat units. Their only ability is to have a lot of food capacity, in case attrition is a major issue. But they do still seem to count for calculations like Cohorts for sieges. When looking at untis strenghts, there is no point even including this one. It takes +100% and deals -90% damage towards everything.

Their high price means they should be deployed in moderation, but their long time to fill up with food means they should not be deployed to late either.

Light Infantery[edit]

There are only a few good things you can say about Light Infantery. While every other unit has some unit they counter, Light Infantery only has some units they are not too heavily countered by. There are a few redeeming qualities however:

  • they are cheap, with the same price Level as Archers and Chariots. They have a incredibly low attrition weight. Both this and the goldprice makes them ideal if bodies rather then quality are needed, like for seiges.
  • while the take -25% Morale Damage, that barely offsets them taking around +25% Moral and Strenght Damage from every enemy. That also means they churn through more manpower then perhaps any other unit
  • they also have a lot of damage penalties. Their only hope seems to outlast the enemy on the morale front. They could also outnumber the enemy on sheer Cohort count 1:2 at comparable prices - except manpower of course
  • Dromedary Cavalry are the only thing they can claim to counter somewhat

Archers[edit]

The first step up from light infantery and a mainstay of many armies.

  • their increased morale damage makes them more likely to flee, but such a behavior can conserve manpower and make room for the 2nd tier cohorts. They are supposed to deal damage, but fall back to let others deal damage if they are countered
  • they do very good against heavy infantery, at a fraction of the cost
  • Melee Cavalry in turn counter them heavily, but again they can quickly disengage due to morale damage without taking too many losses

Chariots[edit]

These are the poor-mans heavy infantery. If you lack the resources or the supply for those, they are a viable option. While they deal a lot of damage, they also take a lot. While historically they have been used back in the bronce age and in cases where no rideable horses were avalible, they were fully obsolete by this time.

Heavy Infantery[edit]

The mainstay of armies of the period, they can be hard to get:

  • requires Iron, a ratehr rare tradegood in some areas. Chariots are a option there
  • they also cost a lot of supply and money, making them primarily usefull in very favorable terrain with high civilsiation
  • archers, horse archers and elephants do a number on them. Most other unit types should stay away or try to outnumber them.

Elephants[edit]

The ultimative melee unit, with a very high price to match. In almost everything the anthetesis of the light Infantry

  • extremely expensive in money, supply, food and even time
  • they barely take any strenght damage and deal a lot of damage in return
  • the only hope to beat them, is to outnumber them. While fairly doable given it's steep price, it is also quite costly in manpower
  • while cavalry does half damage, it also takes less then anyone else. Factoring in the effects of maneuver and price, they are the closest to a counter
  • supply might be their worst enemy

Light Cavalry[edit]

  • almost as cheap as archers, light infantery and archers
  • very high maneuver, with easily avalible horses
  • quite deadly against archers and the only counter to horse archers, making them a viable 1st Cohort option
  • also pretty good at flanking

Dromedary Cavalry[edit]

The light cavalry of the desert regions.

  • use almost exactly like Light Cavalry, see there for the basics
  • more expensive in gold
  • inferior combat bonuses
  • comparatively good supply, food storage/consumption and high maneuver
  • unlike normal light cavalry, does decently at outlasting heavy infantery

Heavy Cavalry[edit]

  • mostly works like light cavalry, except more bonuses and less penalties across the board
  • more expensive in supplies and money
  • does not deal with horse archers as well as light cavalry
  • the worst maneuver of all cavalry
  • avalible once light cavalry is

Horse Archers[edit]

Combines the best parts of Cavarly and Archers

  • in bonuses and penalties, it uses the better of a archer or light cavalry
  • in money and supply, it is the same as heavy infantery
  • hardcounters heavy infantery, but hardcoutered by light cavalry
  • the ultimative maneuver



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